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PLANETARY EMPIRES
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THE ROK OF AGES smothered by grey urban sprawl. Meridian is rich in Helian III, an isotope
that can provide near limitless energy under the right conditions. Because
of its bountiful natural resources, this green paradise has been plundered
by Imperial forces, settlers and explorators. Yet more converge upon it day
after day. They will not leave until Meridian is mined to exhaustion,
reduced to a scarred and ravaged husk where once was a jewel hanging
in the firmament.
And yet that is only half of the tragic story of Meridian. Drifting
through space towards the maiden world is a catastrophe waiting to
happen, or rather one that is looking for a world to happen to. The Rok
of Ages it is called; a titanic asteroid that has been infested with
greenskins and equipped with gigantic engines that propel it through space
with slow but deadly momentum. As the Rok of Ages floats through the
void, the Orks aboard it make their plans of conquest. They laugh about
driving their harnessed planetoid straight into an unsuspecting and populous
world. They fight amongst themselves to lead the invasion as Meridian, at
first a green dot in the distance, becomes a circle, then a sphere, then a
world. In the dead of night, they whisper in hushed tones of things even
more strange and deadly than their Chaos Space Marine allies, things that
live inside the Rok itself. All hell is poised to break loose upon Meridian
in a planetary invasion of epoch-shattering proportions.
But the Imperial forces upon Meridian are not without their defences.
The capital hive of Arcadia boasts an ancient defence laser capable of
destroying orbiting spacecraft. The Mechanicus launch-base of Benefact
Majoris is priming Ignis Deo, a Skylord-class missile that towers above
even the spires of the nearby hives. The long-range augur stations of Hive
Ereone have picked up the Rok’s approach. Meridian is girding itself for
war. Yet even with all its defences arrayed, its bastions manned and its
defence lines bristling with interceptor batteries, the combined firepower of
Meridian cannot stop the planetoid’s descent, for the Rok is the size of a
small moon. All know in their hearts that if the Orks complete their plan
and the planetoid collides with the world below then it will be the end.
Destroying the Rok is the only way to save Meridian from the imminent
apocalypse inexorably approaching from the depths of space.
So the stage is set. As Ork and Chaos ships blast through the
Planetary Empires is released this month, tying all of our 40K engines of captured spacecraft. With a few stratosphere to take out Meridian’s planetary defences, the spaceports of
Tales from Vogen megatonnes of Mek-know-wots and the Meridian fill with strike forces intent on establishing a landing zone upon
Expansions together. So what better way to stoke the fires of war mineral resources of the Rok itself, the
Only a few years back, the planetoid whilst the Rok of Ages grinds ever closer with the
the Studio was embroiled than with one of the Studio’s famous super-campaigns? Phil Kelly Orky engines were completed, propelling inevitability of death. If the Imperial forces launch a successful counter-
in the Vogen campaign, a talks us through his greatest Warhammer 40,000 adventure yet. the Rok through space with slow but
invasion and penetrate deep into the Rok, they can plant nuclear charges
brutal struggle for an deadly momentum. By the time it reached
and blow it apart in a spectacular display of pyrotechnics that will fill the
ancient Imperial city. Phil: One of the best things about wanted the good guys to have as much its target world of Meridian, the Rok would
So map-based 40K Warhammer 40,000 campaigns is the chance to strike planets as the bad guys. be impossible to stop. Or so the Orks night sky of Meridian from horizon to horizon and give rise to a new era
campaigns are nothing narrative; the story that you enact from Sure, they could counter-attack at the thought – arrayed against them were not of hope and prosperity. Conversely, if the Orks and their nefarious allies
new. What has changed, battle to battle. Right from the start you positions taken by the evildoers, that would only the Imperial settlers of Meridian itself, make planetfall and take out Meridian’s defence networks, the Rok of Ages
however, is there’s now a have an inbuilt conflict, as all of the work fine… but then an idea came to me. desperate to mine as much of the planet’s will come crashing down with world-crushing force onto the maiden world
dedicated kit that allows below, altering the course of history forever.
you to make great-
players jostle for the upper hand. Well, I’ve Why not have two worlds invading each riches as possible, but also the Eldar to
looking maps without a always been into such gaming events; for other at the same time in an interplanetary whom the maiden world rightly belonged.
degree in cartography! me they are the pinnacle of the hobby. The conflict that allowed every player to take They would fight to the last to reach the The fate of Meridian hangs in the balance…
narrative of a planetary invasion seemed either role with equal legitimacy? Even Rok of Ages and blow it to smithereens
like a perfect background for the latest better, why not have one of the worlds before it could scourge the life from
Studio campaign. After all, with actually being steered towards the other by Meridian. This premise gave us a storyline
Planetstrike thundering onto the gaming a massive set of engines, the continent- upon which to base all manner of cool
scene and Planetary Empires hot on its crushing impact between the two worlds games, a rich opportunity for dozens of
heels, it would seem that the stars were giving new meaning to the term different games of 40K, Cities of Death,
aligned for a great season of hard-fought Planetstrike? ‘Surely that’s impossible’, said Apocalypse and Planetstrike, and a suitably
and tense battles. one side of my brain, but it was drowned dramatic climax that will give us a chance
So, after sequestering a bunch of out by the other, more fun, side that was to use our entire collections. I got busy
Planetary Empires tiles and writing up a shouting ‘WAAAGH!’ at the top of its putting the two campaign maps together
little backstory for the planet I intended to metaphorical voice. and roped in some of the lads for an
use as the focus of the campaign, I was And so the Rok of Ages was born – a evening of beer, pizza and bastion-
pretty much ready to start. There was one titanic planetoid harnessed by the Orks building. Before long we were ready for
aspect that nagged at me, though – I who had kitted it out with the salvaged the most ambitious campaign yet.
PLANETARY EMPIRES
PLANETARY EMPIRES
PLANETARY EMPIRES
After every game that he plays, a player that controls Hive Arcadia can
MIGHTY MERIDIAN open fire with Old Cronos, the defence laser of Hive Arcadia. Place a
Phil put together the Meridian board out of not only marker on any tile on the Rok of Ages and roll a scatter dice as near to
Planetary Empires tiles but also some spare Mighty The defence laser was made from part of it as possible. If a hit is rolled, the tile with the marker is obliterated. If
Empires tiles that he had left over from an earlier an Imperial cruiser from Battlefleet Gothic, an arrow is rolled, an adjacent tile to the tile with the marker is targeted
Warhammer campaign. You might recognise the and a plastic bead. – pick the one that best corresponds to the direction on the arrow.
forests, rivers and mountains from Mighty Empires, Replace the targeted tile with a crater tile and remove any upgrade or
though Phil made sure that any field tiles were face flag that was on that tile.
down; Meridian isn’t an agri-world after all. The
great thing about these campaign tiles is that they 2 11
6
clip together and do not need glue – once the Rok
of Ages campaign is over the guys can just break the
maps down into individual hexes and restore their
Warhammer campaign board to its former glory.
1 5
9 4
8 9
3
3 Battlefleet Gothic bitz and a rocket from the
Whirlwind frame have been used to create the
4 Benefact Majoris Spaceport tile.
10
THE BENEFACT MAJORIS SPACEPORT
10 7 The Adeptus Mechanicus launch base is dwarfed by its
most ambitious creation yet, the Skylord-class missile
4 Ignis Deo. If the warriors defending it can buy the
Servitors enough time to finish the priming rituals then
it can be launched at the Rok before it enters orbit…
9
Spaceport: A player that controls the Benefact Majoris Spaceport gains
THE RIVER LETHID all the benefits of a spaceport tile.
The River Lethid was once a crystal-clear stream of
freshwater that flowed through the verdant meadows of THE CLAWED SWAMPS 3…2…1… Ignition!: At the beginning of each new season after the first,
1 Meridian. Since the Imperial settlers twisted the lands to
their own ends, it has burned with toxic chemicals that
The wetlands of
Meridian are home to all
URBAN SPRAWL
The Meridian urban
a player that owns the Ignis Deo may attempt to fire it at the Rok of
Ages. Roll a dice and add one to the result. If the dice roll is equal to or
make it ice-cold and poisonous to all forms of life. 2 sorts of unusual species,
from megaraptors to
3
sprawl is surrounded
with countless hab-
less than the number of games the owning player has played over the
course of the campaign, the Ignis Deo is launched.
Defensible: Any tile that has a river upon it is easier to defend – even in self-detonating toads. blocks that have been Should the Ignis Deo be launched, its detonation is all but assured.
the 41st Millennium it is an advantage to know that an army’s flanks are bombed flat in the war. The GM of the campaign should organise one last mega-game to
guarded by an impassable terrain feature. All attempts made to claim Here be dragons: At the end of the represent the defenders of the Rok of Ages scrambling to stop the Deo
river tiles deduct one from their dice roll. This is cumulative with Spring phase of the campaign, players A player with an urban sprawl tile may from launching/detonating and blowing them all to smithereens. This
bonuses from shield generators and the like. must roll a D6 for each of their flags choose to convert any game he is game can take any format provided that it’s ambitious and looks great.
that occupies a swamp tile. On the roll challenged to play into a Cities of If the bad guys lose this mega-game, then they lose the entire
Terrain Advantage: Any general with a river tile knows the value of of a 1 the flag is removed to represent Death game. In this game the player campaign as the Rok is blown apart! However, if they win the game,
defensible terrain locations. A player may roll a dice at the beginning of the forces there getting gobbled up (or with the urban sprawl gains an extra they automatically claim Benefact Majoris Spaceport.
each Planetstrike game in which he is the defender – on the roll of a 6+ worse) by the alien beasties that dwell stratagem to represent his home
the player has a free Drop Zone Denial stratagem. in the region. territory advantage.
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PLANETARY EMPIRES
Terrain Advantage: The Warp Gate tile automatically has the ‘force field’ Defensible: Any defence networks tile is easier to defend
upgrade. This cannot be negated or destroyed. than a normal tile. All attempts made to claim these tiles
deduct one from their dice roll. This is cumulative with
Webway Assault: An Eldar or Dark Eldar player that occupies the Warp bonuses from shield generators and the like.
Gate tile is able to pass his troops through the webway. The owning player
may opt to roll a dice before each game; on the roll of a 2+ he gains a free Aegis Network: A player who controls a defence network
Webway Assault stratagem. On the roll of a 1, his forces get lost in the Phil made the Warp Gate tile simply tile gains a bonus Interlocking Defences stratagem (detailed
labyrinthine tunnels of the webway and he must subtract 1 from all Reserve by raiding his bitz box and sticking the below) in any game of Planetstrike in which he takes the
rolls he makes for the duration of that game. end of a plastic Eldar gun upright onto role of defender.
a normal tile.
Interlocking Defences Stratagem Points: 2
When declared: Pre-game
++ The Battle-barge Hammer THE HIVE EREONE OBSERVATORY The fortified zones that criss-cross the lands are so heavily
of Nocturne has taken up A radar dish so titanic that it has its own city of Technomagi reinforced that they can be seen from space, an endless
position above the Rok and at its base, forms the early warning system for the Meridian collection of Anvil and Gauntlet-pattern defence centres
commenced preliminary
bombardment operations. ++
7 mining operation. The observatory lies at the heart of the
Imperial Cognitas Network and monitors every fluctuation
with which to smash potential invaders.
and troop redistribution of the battle upon the Rok. • Provided the defender places at least four objectives
Captain Dac’tyr, Salamanders 4th Company
across the table and links all of them with defence
The player that controls the Hive Ereone Observatory may choose what type lines of some sort from table edge to table edge, he
of game he plays and whether he takes the role of attacker and defender. may re-roll any reserve rolls. He may also re-roll his MERIDIAN STRIKES BACK
Furthermore such is the scope and quality of his intel that his opponent rolls to determine from which table edge his reserves In phase two of the campaign, all defender armies
must show him his army list in advance, allowing the Ereone player to tailor enter play. have access to the following stratagem:
a force best suited to its destruction.
Defence Stratagem: The Maiden Stirs
7 Stratagem Points: 1
When declared: Defender’s Shooting phase
GLADIUS MOUNTAINS CRATER PIT The world the Eldar are defending is in fact a
The surface of Meridian and the lunar dormant maiden world. Sensing the turmoil of the
The Gladius Mountains are rich with an unlimited supply of
blastscape of the Rok of Ages have one thing defenders’ emotions, the world begins to awaken
8
Helian III, an isotope that can be used to create vast
amounts of energy. The mining operations are of such
importance that the mountain passes are dotted with
10 in common – they are both pitted with
massive craters left by megatonnes of
and is soon joining the fight to repel the attackers.
detonating ordnance. These mile-wide • Enemy units that move within a wood-based
bastions and defences bristling with interceptor cannons.
eyesores scar the planet’s surface like a violent skin terrain feature are treated as moving through
disease, and all too many of them lead into the dangerous terrain. This affects entire units
Defensible: Any mountain tile is easier to defend than a normal tile. All
subterranean colonies of the vile alien species that have whether they are wholly or partially in a wood.
attempts made to claim mountains tiles deduct two from their dice roll. This
made their nests in the devastation.
is cumulative with bonuses from shield generators and the like.
The observatory was made from a Provided they control at least one crater pit, a Tyranid
Interceptor Gun Network: Any defender with a mountain tile not only
standard Hive City tile with the
knows the value of an interceptor cannon in a tight spot, but also has more
player may treat any hex that is adjacent to a crater pit as THE HAUNTED FORESTS
addition of a couple of odd-shaped adjacent to one of his own territories.
than enough wealth to afford them. In games of Planetstrike he may use The towering forests of Meridian
bitz found in Phil’s bitz box to make
twice as many interceptor cannons as he has bastions, instead of one once covered the lands as far as the
the radar dish. Plastic strips were then
stuck onto the dish.
interceptor cannon per bastion as is normally the case.
11 eye can see with gigantic thallorn
trees. Much of the land has since
been deforested for lumber and fuel
so that the humans might build their urban sprawl
ever higher. Those forests that remain are said to
be haunted by unquiet spirits that can drain a
man’s life force with a touch.
PLANETARY EMPIRES
AZURITE CRYSTALS
Azurite crystals are 15
miraculous and rare,
12
12 magnifying the energies of
the stars and chiming softly 10
12
9
with the scintillating music
of the spheres. Even a single Azurite 13 10
Crystal is an artefact of wonder and awe to 12
the Eldar race. Sadly the Orks smash them
up and bung them in the furnaces instead. 12
The GM of the campaign should organise one last mega-game to represent the Hellrealm: A player who controls the Realm of Fire may inflict the
defenders of Meridian scrambling to evacuate in the last few days that are left effects of the Hellish Cacophany stratagem in any game in which he
before the cataclysmic end. All games from this point on are played with the is the defender. This free stratagem affects both armies equally as
The engine tile was created using
Planetquake rules (see page 51 of Planetstrike) to represent the terrible forces Daemons scream and shriek in the skies above. Furthermore that
spare bitz from a Shadowsword
pulling the worlds apart. player may always opt to play a Planetquake mission.
super-heavy kit.
PLANETARY EMPIRES
Glenn More’s Eldar have been raiding from the deep forests of Meridian and have even made it onto the Rok itself.